feat(shaders_lab): Output node + Functions palette with drag-drop
- DagKind::Output (new enum): terminal sink; compiler wires fragColor to its source_ids[0] - dag_catalog: "output" node (1 input, red) - dag_compile: skips Output in node_<i> emission; final fragColor resolves from Output's connection - dag_node_editor: no more Add button; drops "DAG_NODE_TYPE" payloads at mouse canvas position; Output cannot be deleted; Output has no output pin - dag_palette (new fn): Functions window with grouped, draggable node cards - main.cpp: "Functions" window added; ensure_dag_default seeds plasma + connected Output
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@@ -22,11 +22,12 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
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return out.str();
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}
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// Emit per-node functions with signatures based on num_inputs
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// Emit per-node functions (skip Output: it's a sink, no body)
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for (int i = 0; i < n; ++i) {
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const DagStep& step = pipeline[static_cast<size_t>(i)];
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const DagNodeDef* def = dag_find(step.name);
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if (!def) continue;
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if (def->kind == DagKind::Output) continue;
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int ni = def->num_inputs;
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out << "vec4 node_" << i << "(";
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@@ -43,34 +44,30 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
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out << "void main() {\n";
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out << " vec2 uv = gl_FragCoord.xy / u_resolution;\n";
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int last_valid_out = -1;
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int output_idx = -1;
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for (int i = 0; i < n; ++i) {
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const DagStep& step = pipeline[static_cast<size_t>(i)];
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const DagNodeDef* def = dag_find(step.name);
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if (!def) {
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if (i == 0) {
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out << " vec4 out_" << i << " = vec4(0.0, 0.0, 0.0, 1.0);\n";
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} else {
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out << " vec4 out_" << i << " = out_" << (i - 1) << ";\n";
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}
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continue;
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}
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if (!def) continue;
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if (def->kind == DagKind::Output) { output_idx = i; continue; }
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int ni = def->num_inputs;
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// Resolve each input slot
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// For slot k: look for source_ids[k] in pipeline[0..i-1]; fallback = prev output
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auto resolve = [&](int k) -> std::string {
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const std::string& sid = step.source_ids[static_cast<size_t>(k)];
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if (!sid.empty()) {
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for (int j = 0; j < i; ++j) {
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if (pipeline[static_cast<size_t>(j)].id == sid) {
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const DagNodeDef* jdef = dag_find(pipeline[static_cast<size_t>(j)].name);
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if (jdef && jdef->kind == DagKind::Output) continue; // Output has no out_j
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return "out_" + std::to_string(j);
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}
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}
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}
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// fallback
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if (i == 0) return "vec4(0.0, 0.0, 0.0, 1.0)";
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return "out_" + std::to_string(i - 1);
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if (last_valid_out < 0) return "vec4(0.0, 0.0, 0.0, 1.0)";
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return "out_" + std::to_string(last_valid_out);
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};
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out << " vec4 out_" << i << " = node_" << i << "(";
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@@ -80,9 +77,29 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
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}
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if (ni > 0) out << ", ";
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out << "uv);\n";
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last_valid_out = i;
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}
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// Resolve fragColor: if there's an Output node with a connection, use that; else fallback.
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auto seed = [&]() { out << " fragColor = vec4(0.04, 0.04, 0.06, 1.0);\n"; };
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if (output_idx >= 0) {
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const std::string& sid = pipeline[static_cast<size_t>(output_idx)].source_ids[0];
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int src = -1;
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if (!sid.empty()) {
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for (int j = 0; j < output_idx; ++j) {
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if (pipeline[static_cast<size_t>(j)].id == sid) { src = j; break; }
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}
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}
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if (src >= 0) out << " fragColor = out_" << src << ";\n";
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else seed();
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} else if (last_valid_out >= 0) {
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out << " fragColor = out_" << last_valid_out << ";\n";
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} else {
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seed();
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}
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out << " fragColor = out_" << (n - 1) << ";\n";
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out << "}\n";
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return out.str();
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